private void OnTriggerExit(Collider other) { if (1 << other.gameObject.layer != obstacleLayer || !_colliders.Contains(other)) { return; } _colliders.Remove(other); if (_colliders.Count > 0) { return; } phasingCue.StopExecution(); if (!_applyingDamage) { return; } statusEffect.RemoveStatusEffect(_statusEffectId); _applyingDamage = false; }